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Open-World Design
article by Ben Lincoln
According to Amy Hennig, Blood Omen was originally designed as a mostly non-linear game, in which the player could choose to fight the Pillar guardians in any order.[1] Consequently, most of the world map would have been at least technically accessible from the beginning of the game. When the design was reworked into a more linear story, numerous changes had to be made to keep the player on track.
Remnants of the open-world design are especially noticeable in the build of the game from 12 July, 1996:
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Alpha and Beta Versions